It looks sharp. Spend the game dumping you libary into the graveyard and cast a Splendid Reclamation then chain Part the Waterveil to attack with an awakened Lumbering Falls. An alternate wincon is to repeatedly Crush and get it back with Den Protector. Using Crush to get the DP back each turn.
I had started putting something similar together when spoilers were released, but did not include Den Protector or Baby Jace in my list. I also included Engulf the Shore and Pore Over the Pages to filter more. I'm thinking my version is a little on the janky side but it was a start.
THis was just posted on Gatheringmagic.com by Ali Aintrazi today. It's where we were headed on the old thread, but I dont like the Evolving Wilds, I would take them out add 2 more basics, drop down to 3 Splendid and put in some Grapple with the Past.
Card Choices
CREATURES Tireless Tracker-Next to Sylvan Advocate, one of the best green creatures in Standard. A 3/2 for 3 that gives you a clue for each land that enters play. With 25+ lands on average in this deck, that will be a lot of Clues. Sylvan Advocate- A 2/3 for 2 that gets +2/+2 when you hit it's critical mass of lands. Also pumps your Awakened lands. Den Protector- A 3/2 that gets any card out of your graveyard when it flips. With the amount of cards your milling, he is a great creature to be running. If you mill him, use Gather the Pack to get him back. Also creates a loop with Crush of Tentacles Jace, Vryn's Prodigy- Gets more land in the 'yard, snaps back spells when you flip him. Pretty much nothing wrong with him, except the price tag. Gaea's Revenge- A big hasty creature would be a good choice to play after a bounce spell on your extra turns, but I think this guy would be better suited if you went with an Aurora build.
SPELLS Splendid Reclamation- A very narrow focus spell, but in the right deck is more explosive than any of the ramp spells in Standard. In magical Christmas land you could have up to 10 or so lands in your Graveyard when you cast this. A more reasonable expectation is to hit this on turn 4 for about five or six lands. If you have a Tireless Tracker in play that's a lot of Clues. Part the Waterveil- The wincon of the deck. You want to cast this with Awaken the first time and then again if possible. Crush of Tentacles- Wincon number 2. Cast with surge and bounce the board, leaving an 8/8 to attack with your next turn. A perfect turn would be to cast Waterveil without Awaken then cast this and have a free attack, then start chaining Waterveils and win with your token. Pieces of the Puzzle, Pore over the Pages, Gather the Pack, Contingency Plan- All ways to get lands in your graveyard and filter your spells. I've come close to decking myself in testing so watch your cards. After some testing Pore Over the Pages is not as strong as I would like it to be. There are better things to do in this deck with 5 mana. The Great Aurora-You could play this as early as turn 5 if you get at least 5 lands in your graveyard on turn two and three. It would be best to run this with Gaea's Revenge and Tireless Tracker as your wincon. Reclaim- One mana, and put any card on top of your library from the graveyard. Not as good as Den Protector, but if you don't have them, Reclaim is a good substitution to get anything you mill back. Seasons Past- It's best to get back any Crush or Parts that you had to put in your 'yard in the early game. Otherwise you can get back almost anything you need. The deck runs a pretty good curve so you will have a lot of choices. Grapple with the Past- This has replaced Gather the Pack and is an all star. You don't mill as much but you do get a land back and it is an Instant so you can run it during your opponents end step.
Artifacts Brain in a Jar- Good old Brains. The curve on this deck is pretty straightforward so Brains could be useful to help get out multiple spells off in a turn. Plus the number of sorcery's in the deck that want to be played as instants, Brains could be a helpful card. After testing with Brain in a Jar the deck loses focus.
Planeswalkers Jace, Unraveler of Secrets-His minus ability can save you a turn and his +1 is a card draw, but he really isn't that good in this deck. Hopefully the next set will give us something. Kiora, Master of the Depths-Her +1 will give us an extra mana per turn and her minus will help filter through more cards, but at 4 Mana I think we have better things to do than play her. I wouldn't count her out but she maybe put in the sideboard if she makes it at all.
Manlands Lumbering Falls-This is already in the deck as we are base U/G. The Falls is the primary target to awaken, then you can activate him and swing for 9 to help close the game faster. Shambling Vents-2/3 with lifelink for a 3 mana cost would be a benefit for this deck. In early testing you will take a lot of damage from the creature heavy decks in the current meta, this guy could be the difference of getting an extra turn before you are able to get everything together. Hissing Quagmire-Splashing Black gives us a 2/2 Deathtouch that if you have open mana will cause combat problems for any opponent. Black also offers us some removal and graveyard recursion so it may be the best option as far as splashes go.
BLACK Ruinous Path-Targets 'Walkers as well as creatures. Double black like Languish. To the Slaughter-Sacrifice effects get around problems like Hexproof. Plus it hits a creature or 'walker. The only problem is your opponent gets to choose.
I will add card choices and reasoning for them as I work on this.
If you have any thoughts or suggestions feel free and I will add them.
Rescued the thread from the archives. When I get some time I will move the card choices and recommendations everyone contributed over to this thread.
I also changed the name on the thread. With the rotation of several cards the deck stayed somewhat intact but I think it's focus has changed to a ramp/control win with multiple Part the Waterveil or possibly U/G energy ramp.
I don't care for Ruin in their Wake myself. Granted it puts a land into play but you have to have a Waste in play to do that. I think Grapple with the Past would be a better choice.
I'm thinking Metallurgic Summoning is the way to go, it's just a matter of the rest of the deck and what the new environment will look like.
I agree with metallurgic summonings being the way to go, just not sure of the exact shell and how best to utilize it. In a creatureless deck, with no splendid reclamation I would definitely not use grapple with the past, which best case puts a land in your hand for 2 cmc and has a chance to miss. Traverse the ulvenwald would better than both grapple and ruin as its a mana cheaper for the same effect. If you have a heavy mill theme with an ulamog or emrakul top end then grapple is a little better, but only just.
I also saw an interesting deck using curious homunculus which got to flip, and acted like a jace's sanctum and with a melallurgic summonings in play stuff like pore over the pages cost 1 mana, puts a 5/5 in play, and let's you dig through your deck
I'm curious if the single mana fetches, so cards like ruin and traverse and natural connection really are effective ramp. Imo splendid rec seems to be the premier ramp spell in the format, but I could be wrong on that. If anyone had any feedback on testing the new ramp spells I'd love to hear it
How about Insidious Will? Counter, redirect or copy any instant or sorcery for 4 mana? That would be 13 mana to cast and copy an awakened Waterveil, giving you 2 extra turns and 2 6/6 lands. Cast Crush on your first extra turn and win the game.
First Kenji's deck for Splendid Reclamation
4x Den Protector
4x Jace, Vryn's Prodigy
Spells (22)
4x Contingency Plan
4x Gather the Pack
4x Pieces of the Puzzle
4x Splendid Reclamation
4x Crush of Tentacles
2x Part the Waterveil
10x Forest
12x Island
4x Lumbering Falls
4x Yavimaya Coast
It looks sharp. Spend the game dumping you libary into the graveyard and cast a Splendid Reclamation then chain Part the Waterveil to attack with an awakened Lumbering Falls. An alternate wincon is to repeatedly Crush and get it back with Den Protector. Using Crush to get the DP back each turn.
I had started putting something similar together when spoilers were released, but did not include Den Protector or Baby Jace in my list. I also included Engulf the Shore and Pore Over the Pages to filter more. I'm thinking my version is a little on the janky side but it was a start.
4x Contingency Plan
4x Grapple with the Past
4x Pieces of the Puzzle
3x Select for Inspection
3x Splendid Reclamation
3x Engulf the Shore
2x Crush of Tentacles
4x Part the Waterveil
3x Wildest Dreams
1x Seasons Past
3x Insidious Will
9x Forest
15x Island
2x Lumbering Falls
Here's DanDreyer's build with a red splash for even more card filtering.
4 Aether Hub
3 Evolving Wilds
1 Forest
5 Island
4 Mountain
4 Mirrorpool
4 Skyline Cascade
4 Crumbling Vestige
1 Spirebluff Canal
4 Cathartic Reunion
4 Tormenting Voice
4 Contingency Plan
4 Pieces of the Puzzle
2 Collective Defiance
4 Geistblast
4 Splendid Reclamation
4 Part the Waterveil
THis was just posted on Gatheringmagic.com by Ali Aintrazi today. It's where we were headed on the old thread, but I dont like the Evolving Wilds, I would take them out add 2 more basics, drop down to 3 Splendid and put in some Grapple with the Past.
1 Greenwarden of Murasa
4 Anticipate
1 Coax from the Blind Eternities
1 Seasons Past
1 Wildest Dreams
2 Nissa's Renewal
4 Contingency Plan
4 Crush of Tentacles
4 Part the Waterveil
4 Pieces of the Puzzle
4 Splendid Reclamation
4 Oath of Jace
7 Island
1 Botanical Sanctum
2 Blighted Cataract
2 Shrine of the Forsaken Gods
2 Skyline Cascade
4 Evolving Wilds
4 Lumbering Falls
4 Filigree Familiar
3 Tireless Tracker
1 Emrakul, the Promised End
2 Ulamog, the Ceaseless Hunger
1 Natural State
1 World Breaker
1 Summary Dismissal
2 Plummet
Card Choices
CREATURES
Tireless Tracker-Next to Sylvan Advocate, one of the best green creatures in Standard. A 3/2 for 3 that gives you a clue for each land that enters play. With 25+ lands on average in this deck, that will be a lot of Clues.
Sylvan Advocate- A 2/3 for 2 that gets +2/+2 when you hit it's critical mass of lands. Also pumps your Awakened lands.
Den Protector- A 3/2 that gets any card out of your graveyard when it flips. With the amount of cards your milling, he is a great creature to be running. If you mill him, use Gather the Pack to get him back. Also creates a loop with Crush of Tentacles
Jace, Vryn's Prodigy- Gets more land in the 'yard, snaps back spells when you flip him. Pretty much nothing wrong with him, except the price tag.
Gaea's Revenge- A big hasty creature would be a good choice to play after a bounce spell on your extra turns, but I think this guy would be better suited if you went with an Aurora build.
SPELLS
Splendid Reclamation- A very narrow focus spell, but in the right deck is more explosive than any of the ramp spells in Standard. In magical Christmas land you could have up to 10 or so lands in your Graveyard when you cast this. A more reasonable expectation is to hit this on turn 4 for about five or six lands. If you have a Tireless Tracker in play that's a lot of Clues.
Part the Waterveil- The wincon of the deck. You want to cast this with Awaken the first time and then again if possible.
Crush of Tentacles- Wincon number 2. Cast with surge and bounce the board, leaving an 8/8 to attack with your next turn. A perfect turn would be to cast Waterveil without Awaken then cast this and have a free attack, then start chaining Waterveils and win with your token.
Pieces of the Puzzle, Pore over the Pages, Gather the Pack, Contingency Plan- All ways to get lands in your graveyard and filter your spells. I've come close to decking myself in testing so watch your cards. After some testing Pore Over the Pages is not as strong as I would like it to be. There are better things to do in this deck with 5 mana.
The Great Aurora-You could play this as early as turn 5 if you get at least 5 lands in your graveyard on turn two and three. It would be best to run this with Gaea's Revenge and Tireless Tracker as your wincon.
Reclaim- One mana, and put any card on top of your library from the graveyard. Not as good as Den Protector, but if you don't have them, Reclaim is a good substitution to get anything you mill back.
Seasons Past- It's best to get back any Crush or Parts that you had to put in your 'yard in the early game. Otherwise you can get back almost anything you need. The deck runs a pretty good curve so you will have a lot of choices.
Grapple with the Past- This has replaced Gather the Pack and is an all star. You don't mill as much but you do get a land back and it is an Instant so you can run it during your opponents end step.
Artifacts
Brain in a Jar- Good old Brains. The curve on this deck is pretty straightforward so Brains could be useful to help get out multiple spells off in a turn. Plus the number of sorcery's in the deck that want to be played as instants, Brains could be a helpful card. After testing with Brain in a Jar the deck loses focus.
Planeswalkers
Jace, Unraveler of Secrets-His minus ability can save you a turn and his +1 is a card draw, but he really isn't that good in this deck. Hopefully the next set will give us something.
Kiora, Master of the Depths-Her +1 will give us an extra mana per turn and her minus will help filter through more cards, but at 4 Mana I think we have better things to do than play her. I wouldn't count her out but she maybe put in the sideboard if she makes it at all.
Manlands
Lumbering Falls-This is already in the deck as we are base U/G. The Falls is the primary target to awaken, then you can activate him and swing for 9 to help close the game faster.
Shambling Vents-2/3 with lifelink for a 3 mana cost would be a benefit for this deck. In early testing you will take a lot of damage from the creature heavy decks in the current meta, this guy could be the difference of getting an extra turn before you are able to get everything together.
Hissing Quagmire-Splashing Black gives us a 2/2 Deathtouch that if you have open mana will cause combat problems for any opponent. Black also offers us some removal and graveyard recursion so it may be the best option as far as splashes go.
BLACK
Ruinous Path-Targets 'Walkers as well as creatures. Double black like Languish.
To the Slaughter-Sacrifice effects get around problems like Hexproof. Plus it hits a creature or 'walker. The only problem is your opponent gets to choose.
I will add card choices and reasoning for them as I work on this.
If you have any thoughts or suggestions feel free and I will add them.
I also changed the name on the thread. With the rotation of several cards the deck stayed somewhat intact but I think it's focus has changed to a ramp/control win with multiple Part the Waterveil or possibly U/G energy ramp.
3 Jace's Scrutiny
4 Revolutionary Rebuff
4 Ruin in Their Wake
4 Grip of the Roil
4 Natural Connection
4 Glimmer of Genius
4 Metallurgic Summonings
1 Pore Over the Pages
4 Nissa's Renewal
4 Part the Waterveil
4 Evolving Wilds
4 Forest
7 Island
3 Lumbering Falls
2 Wastes
I don't care for Ruin in their Wake myself. Granted it puts a land into play but you have to have a Waste in play to do that. I think Grapple with the Past would be a better choice.
I'm thinking Metallurgic Summoning is the way to go, it's just a matter of the rest of the deck and what the new environment will look like.
I also saw an interesting deck using curious homunculus which got to flip, and acted like a jace's sanctum and with a melallurgic summonings in play stuff like pore over the pages cost 1 mana, puts a 5/5 in play, and let's you dig through your deck
I'm curious if the single mana fetches, so cards like ruin and traverse and natural connection really are effective ramp. Imo splendid rec seems to be the premier ramp spell in the format, but I could be wrong on that. If anyone had any feedback on testing the new ramp spells I'd love to hear it